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Games created using the unity3d game engine can be easily localized, thanks to the great flexibility provided by their components system, but several choices must be made achieve it. Indeed, a decision must be made on how exactly to create and use localizable data within the game.
One approach, which I would call the “easy way” is to ensure that all the game text is only present in the game code. That way, before displaying any text string to the user, a localization table can used to translate the string into the user’s language. The main drawback of this method is that all the text is rendered programmatically, which will probably not give the flexibility of having the text manually integrated into textures by an artist.
The opposite idea would be to include all the texts inside textures such that they are rendered exactly as desired giving the best visual result. Localizing these assets thus requires translating the text directly into the textures and creating a system that chooses automatically the correct texture.
We developed an iPhone game using the Unity3D game engine that uses both of these strategies to display localized text to the users. Messages displayed dynamically and information display is rendered programmatically using the first approach. Story and GUI-related messages are directly included into textures to provide pertty visual integration of the localized content.
Implementing the first technique was easily achieved by using a csv file parser. We chose to use a csv file as our localization database since it is a simple and convenient format, which can be edited under tools like Microsoft Office or OpenOffice by our translation team. Using the in-code English text strings as our database key, we then simply use a translation method before displaying a string in the game. In our case, this function can be summarized by the following code:
public class Localization { // ... public static string Translate(string id) { string key = id.ToLower(); // case insensitive id are used string lang = LocalizationManager.Instance().GetCurrentLanguage(); LoadTranslations(); // only loaded once int lang_index = FindLangIndex(lang); if (lang_index == -1) { Debug.Log("Unknown translation language: " + lang); return id; } string translation = (string)_translationData.content[lang_index][key]; if (translation == null) { Debug.Log("Missing translation for text id: "+id); return id; } return translation; } // ... }
Localizing image assets is a greater challenge because they are often used automatically in Unity3D and added to GameObjects using the component system. To localize these assets, we use components that can be “dragged-and-dropped” into the Prefabs or GameObject instances that uses these localized image assets to automatically choose the correct texture. The abstract class LocalizedAsset is used to perform this task.
public abstract class LocalizedAsset : MonoBehaviour { public Texture TranslateAsset(Texture initTexture) { Texture translatedTexture = null; if (initTexture != null) { translatedTexture = TranslateAsset(initTexture.name); } return translatedTexture; } public Texture TranslateAsset(string assetName) { Texture translatedTexture = null; string langAssetName = StripLanguageExtension(assetName) + LocalizationManager.Instance().CurrentLanguageToExtension(); translatedTexture = (Texture)LocalizationManager.Instance().LoadAsset(langAssetName); return translatedTexture; } public abstract void LoadAssets(); public void Start() { LocalizedAssetsObserver.AddLocalizedAsset(this); LoadAssets(); } }
The LoadAssets method must be implemented by subclasses such that it will ensure that all the localized assets present in the current object will be correctly translated. The TranslateAsset methods can be used to get the translated textures easily. The Start implementation will then load all the localized assets of the object at***ntime for all the subclasses. The observer design pattern is used to register any localized assets in the aim of having the possibility to to reload them as needed when the language is changed at***ntime by the user. An example implementation of LocalizedAsset is provided below:
public class LocalizedMaterialAsset : LocalizedAsset { public override void LoadAssets() { // Assuming only 1 material is used... MeshRenderer renderer = (MeshRenderer)gameObject.GetComponent("MeshRenderer"); if (renderer != null && renderer.material.mainTexture != null) { renderer.material.mainTexture = TranslateAsset(renderer.material.mainTexture); } } }
Thus, adding the LocalizedMaterialAsset to any Prefab or GameObjects that have a certain material component will automatically translate the texture image used by that material. The LocalizationManager singleton instance is responsible for keeping track of the current localization state (current language, etc…) and uses the Unity3D Resources class to dynamically load localized assets:
public class LocalizationManager : MonoBehaviour { // ... public Object LoadAsset(string assetName) { return Resources.Load("Localization/"+_currentLanguage+"/"+assetName); } // ... }
Thus using a csv database and Unity3D components and dynamic resources enabled us to easily localize our game to multiple languages. I hope this can help other Unity3D community members to localize their game. |
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